My vote goes to C++, mainly for having more experience with that and a distrust of Java.
But that wasn't the main point of my post.
I wanted to discuss graphics.
Ideally, an Erfworld game should have Erfworld graphics. We all know (but Jamie better than anyone) just how labour intensive those can be. For starters, we could use very simple stylized icons of course, to be sure everything works.
How about a middle-way solution though-> Stop-Motion! Here's a thing I'm working on (yes a frame is missing), so that this idea isn't just thrown in a vacuum.
My reasons for advocating stop-motion are mostly personal:
a) I like the style; this idea of using stop-motion graphics in a game has also been haunting me for a while now;
b) God knows I crave to work with something that doesn't exclusively involve keyboards and computer screens. Or drawing notebooks for that matter. Plus, filming that fire was incredibly fun!
However there is also an argument that is more general in scope
c) Many things in Erfworld have a (toyish) analog in our world. Cloth Golems, Spidews, Sourmanders are essentially plush toys! With some ingenuity we could reuse such things for graphics. We'd just have to be careful whether/who to credit for the "cast" that we use. I wonder how Robot Chicken does it.
So yeah. What are your thoughts?
PS: that thing took about 20h to make, and counting as the other legs and wing need to be attached. This is not at all easy. It would have taken me even more though if I were to draw that frame-by-frame.
Any of you experienced claymation/stop-motion artists out there? I would appreciate pointers!
PPS: yes, somebody has to shell out for a fast camera if we want to film fire. 24fps is not good enough if you then want to make the fire seem "large and ponderous".
The whole point of this is lost if you keep it a secret.